The speech synthesizer appears to render all instances of "defeat" as "defeature."
There's some kind of scripting issue going on in Daddy Longlegs. It looks like once your primary mission objectives are complete and at least one of the three cruisers is destroyed, your wingmen immediately receive orders to depart. This makes it very difficult to destroy the remaining two cruisers, especially with the heavy Shivan fighter cover and all the fire you're taking from the Arachnas.
You've made several posts now with some pretty clever bug sleuthing. Thanks for reporting them.
Scroll is probably my favorite user-made FS2 campaign. It's very well-done and pays such great attention to the lore, plus it has plenty of beams and explosions to go around. I'd never even played it before you asked me to take a look at it, and I'm glad I did. I want new players who find the campaign to have the best experience they can, so when I notice things that don't quite work right, I try to report them so they'll get fixed and make the campaign even better. I hope it's not annoying.
EDIT: MORE PROBLEMS
Things got a little wonky on my last playthrough of Live Trapping. Not enough of the first wave of bombers survived to be captured, so the second wave was sent in. When the last bomber in this group was disabled, the "capture" objective was triggered as soon as the bomber was disabled, even though Kidnapper hadn't actually captured it yet. I destroyed the bomber (thinking that Kidnapper had already gotten out and that one was left over), which triggered a failure message. I jumped out and passed and failed the mission at the same time.
And blurk, something is definitely up with the ship survival logic. It might be
this issue, but I did a perfect run of Masks, and when I started Irkalla Passes, the Himnoltep was the only task force ship to jump in. The Pallas, Mem Hardot, and Khitteb were nowhere to be found.